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Developing game projects creates lots of challenges - each game has its own risks and issues, but generally we get through them. However, some projects go more severely wrong. What if the publisher drastically changes the scope? What happens when your producer quits with no replacement? How does your studio cope if not paid milestones for many months? How do you handle the David and Goliath struggle with the publisher? This talk addresses all of these challenges and more, and offers real-life solutions.